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path: root/js/lib/rdge/materials/radial-gradient-material.js
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/* <copyright>
This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
(c) Copyright 2011 Motorola Mobility, Inc.  All Rights Reserved.
</copyright> */

var MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser;
var Material = require("js/lib/rdge/materials/material").Material;
var ShapePrimitive = require("js/lib/geom/shape-primitive").ShapePrimitive;

var RadialGradientMaterial = function RadialGradientMaterial() {
    ///////////////////////////////////////////////////////////////////////
    // Instance variables
    ///////////////////////////////////////////////////////////////////////
    this._name = "Radial Gradient";
    this._shaderName = "radialGradient";

    this._defaultColor1 = [1, 0, 0, 1];
    this._defaultColor2 = [0, 1, 0, 1];
    this._defaultColor3 = [0, 0, 1, 1];
    this._defaultColor4 = [0, 1, 1, 1];
    this._defaultColorStop1 = 0.0;
    this._defaultColorStop2 = 0.3;
    this._defaultColorStop3 = 0.6;
    this._defaultColorStop4 = 1.0;
    //	this._defaultColorCount	= 4;

	this._textureTransform = [1,0,0, 0,1,0, 0,0,1];

    ///////////////////////////////////////////////////////////////////////
    // Property Accessors
    ///////////////////////////////////////////////////////////////////////
    

    this.isAnimated		= function ()	{  return false;						};
	this.getShaderDef	= function()	{  return radialGradientMaterialDef;	};

    ///////////////////////////////////////////////////////////////////////
    // Material Property Accessors
    ///////////////////////////////////////////////////////////////////////
    this._propNames = ["u_color1", "u_color2", "u_color3", "u_color4", "u_colorStop1", "u_colorStop2", "u_colorStop3", "u_colorStop4" ];
    this._propLabels = ["Color 1", "Color 2", "Color 3", "Color 4", "Color Stop 1", "Color Stop 2", "Color Stop 3", "Color Stop 4" ];
    this._propTypes = ["color", "color", "color", "color", "float", "float", "float", "float" ];
    this._propValues = [];

    this._propValues[this._propNames[0]] = this._defaultColor1.slice(0);
    this._propValues[this._propNames[1]] = this._defaultColor2.slice(0);
    this._propValues[this._propNames[2]] = this._defaultColor3.slice(0);
    this._propValues[this._propNames[3]] = this._defaultColor4.slice(0);

    this._propValues[this._propNames[4]] = this._defaultColorStop1;
    this._propValues[this._propNames[5]] = this._defaultColorStop2;
    this._propValues[this._propNames[6]] = this._defaultColorStop3;
    this._propValues[this._propNames[7]] = this._defaultColorStop4;
    ///////////////////////////////////////////////////////////////////////


    ///////////////////////////////////////////////////////////////////////
    // Methods
    ///////////////////////////////////////////////////////////////////////
    this.init = function (world) {
        this.setWorld(world);

        // set up the shader
        this._shader = new RDGE.jshader();
        this._shader.def = radialGradientMaterialDef;
        this._shader.init();

        // set up the material node
        this._materialNode = RDGE.createMaterialNode("radialGradientMaterial" + "_" + world.generateUniqueNodeID());
        this._materialNode.setShader(this._shader);

        // set the shader values in the shader
		this._shader['default'].u_texTransform.set( this._textureTransform );
        this.setShaderValues();
    };

	this.resetToDefault = function()
	{
		this._propValues[this._propNames[0]] = this._defaultColor1.slice(0);
		this._propValues[this._propNames[1]] = this._defaultColor2.slice(0);
		this._propValues[this._propNames[2]] = this._defaultColor3.slice(0);
		this._propValues[this._propNames[3]] = this._defaultColor4.slice(0);

		this._propValues[this._propNames[4]] = this._defaultColorStop1;
		this._propValues[this._propNames[5]] = this._defaultColorStop2;
		this._propValues[this._propNames[6]] = this._defaultColorStop3;
		this._propValues[this._propNames[7]] = this._defaultColorStop4;
	
		var nProps = this._propNames.length;
		for (var i=0; i<nProps;  i++)
			this.setProperty( this._propNames[i],  this._propValues[this._propNames[i]]  );
	};

	this.fitToBounds = function( bounds )
	{
		if (bounds)
		{
			var dx = Math.abs( bounds[3] - bounds[0] ),
				dy = Math.abs( bounds[4] - bounds[1] );
			if (dy == 0)  dy = 1.0;
			if (dx == 0)  dx = 1.0;
			var xScale = 2.0, yScale = 2.0;
			if (dx > dy)
				yScale *= dy/dx;
			else
				xScale *= dx/dy;

			// build the matrix - the translation to the origin, the scale,
			// and the translation back to the center (hard coded at (0.5, 0.5) for now).
			// the matrix is build directly instead of with matrix multiplications
			// for efficiency, not to mention that the multiplication function does
			// not exist for mat3's.
			// the matrix as laid out below looks transposed - order is columnwise.
			var xCtr = 0.5,  yCtr = 0.5;
			this._textureTransform = [
													 xScale,                0.0,  0.0,
														0.0,             yScale,  0.0,
											xCtr*(1-xScale),  yCtr*(1 - yScale),  1.0
									];
			
			if (this._shader && this._shader['default'])
				this._shader['default'].u_texTransform.set( this._textureTransform );	

		}
	}

	this.fitToPrimitiveArray = function( primArray )
	{
		if (!primArray)  return;
		var nPrims = primArray.length;
		if (nPrims == 0)  return;
		var bounds = ShapePrimitive.getBounds( primArray[0] );
		for (var i=1;  i<nPrims;  i++)
		{
			var prim = primArray[i];
			var b2 = ShapePrimitive.getBounds( prim );

			// [xMin, yMin, zMin,  xMax, yMax, zMax]
			if (b2[0] < bounds[0])  bounds[0] = b2[0];
			if (b2[1] < bounds[1])  bounds[1] = b2[1];
			if (b2[2] < bounds[2])  bounds[2] = b2[2];

			if (b2[3] > bounds[3])  bounds[3] = b2[3];
			if (b2[4] > bounds[4])  bounds[4] = b2[4];
			if (b2[5] > bounds[5])  bounds[5] = b2[5];
		}

		this.fitToBounds( bounds );
	};

	this.fitToPrimitive = function( prim )
	{
		var bounds = ShapePrimitive.getBounds( prim );
		this.fitToBounds( bounds );
	};

	this.customExport = function( jObj )
	{
		jObj.u_texTransform = this._textureTransform.slice();
		return jObj;
	}
};

///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader

// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
var radialGradientMaterialDef =
{ 'shaders':
	{
	    'defaultVShader': "assets/shaders/radialGradient.vert.glsl",
	    'defaultFShader': "assets/shaders/radialGradient.frag.glsl"
	},
    'techniques':
	{
	    'default':
		[
			{
			    'vshader': 'defaultVShader',
			    'fshader': 'defaultFShader',
			    // attributes
			    'attributes':
				{
				    'vert': { 'type': 'vec3' },
				    'normal': { 'type': 'vec3' },
				    'texcoord': { 'type': 'vec2' }
				},
			    // parameters
			    'params':
				{
				    'u_color1': { 'type': 'vec4' },
				    'u_color2': { 'type': 'vec4' },
				    'u_color3': { 'type': 'vec4' },
				    'u_color4': { 'type': 'vec4' },
				    'u_colorStop1': { 'type': 'float' },
				    'u_colorStop2': { 'type': 'float' },
				    'u_colorStop3': { 'type': 'float' },
				    'u_colorStop4': { 'type': 'float' },
					'u_texTransform': { 'type' : 'mat3' }
				    //'u_colorCount':		{'type' : 'int' }
				},

			    // render states
			    'states':
				{
				    'depthEnable': true,
				    'offset': [1.0, 0.1]
				}
			}
		]
	}
};

RadialGradientMaterial.prototype = new Material();

if (typeof exports === "object") {
    exports.RadialGradientMaterial = RadialGradientMaterial;
}